OpenSceneGraph/examples/osghangglide/osghangglide.cpp
Robert Osfield d1a1b1d95c Added more comprehensive releaseGLObjects(State*=0) throughout Nodes,
Drawables,StateSet, and osgDB::Registry.

Added cleanup_frame() from to osgProducer::OsgCamerGroup to help with proper
clean of OpenGL objects before exit, and modified osgviewer, osghangglider,
osgwindows examples to do the extra frame call to cleanup_frame() before exit.
2005-05-07 20:47:09 +00:00

178 lines
6.0 KiB
C++

#include <osg/Group>
#include <osg/Notify>
#include <osg/Depth>
#include <osg/StateSet>
#include <osg/ClearNode>
#include <osg/Transform>
#include <osgUtil/CullVisitor>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgGA/AnimationPathManipulator>
#include <osgProducer/Viewer>
#include "GliderManipulator.h"
extern osg::Node *makeTerrain( void );
extern osg::Node *makeTrees( void );
extern osg::Node *makeTank( void );
extern osg::Node *makeWindsocks( void );
extern osg::Node *makeGliders( void );
extern osg::Node *makeGlider( void );
extern osg::Node *makeSky( void );
extern osg::Node *makeBase( void );
extern osg::Node *makeClouds( void );
class MoveEarthySkyWithEyePointTransform : public osg::Transform
{
public:
/** Get the transformation matrix which moves from local coords to world coords.*/
virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
{
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (cv)
{
osg::Vec3 eyePointLocal = cv->getEyeLocal();
matrix.preMult(osg::Matrix::translate(eyePointLocal.x(),eyePointLocal.y(),0.0f));
}
return true;
}
/** Get the transformation matrix which moves from world coords to local coords.*/
virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
{
std::cout<<"computing transform"<<std::endl;
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (cv)
{
osg::Vec3 eyePointLocal = cv->getEyeLocal();
matrix.postMult(osg::Matrix::translate(-eyePointLocal.x(),-eyePointLocal.y(),0.0f));
}
return true;
}
};
osg::Group* createModel()
{
// no database loaded so automatically create Ed Levin Park..
osg::Group* group = new osg::Group;
// the base and sky subgraphs go to set the earth sky of the
// model and clear the color and depth buffer for us, by using
// osg::Depth, and setting their bin numbers to less than 0,
// to force them to draw before the rest of the scene.
osg::ClearNode* clearNode = new osg::ClearNode;
clearNode->setRequiresClear(false); // we've got base and sky to do it.
// use a transform to make the sky and base around with the eye point.
osg::Transform* transform = new MoveEarthySkyWithEyePointTransform;
// transform's value isn't knowm until in the cull traversal so its bounding
// volume is can't be determined, therefore culling will be invalid,
// so switch it off, this cause all our paresnts to switch culling
// off as well. But don't worry culling will be back on once underneath
// this node or any other branch above this transform.
transform->setCullingActive(false);
// add the sky and base layer.
transform->addChild(makeSky()); // bin number -2 so drawn first.
transform->addChild(makeBase()); // bin number -1 so draw second.
// add the transform to the earth sky.
clearNode->addChild(transform);
// add to earth sky to the scene.
group->addChild(clearNode);
// the rest of the scene drawn after the base and sky above.
group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1)
group->addChild(makeTerrain()); // will drop into default bin - state sorted 0
group->addChild(makeTank()); // will drop into default bin - state sorted 0
// add the following in the future...
// makeGliders
// makeClouds
return group;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to create a scene programatically, in this case a hang gliding flying site.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
unsigned int pos = viewer.addCameraManipulator(new GliderManipulator());
viewer.selectCameraManipulator(pos);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
// load the nodes from the commandline arguments.
osg::Node* rootnode = osgDB::readNodeFiles(arguments);
if (!rootnode) rootnode = createModel();
viewer.setSceneData( rootnode );
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
// run a clean up frame to delete all OpenGL objects.
viewer.cleanup_frame();
// wait for all the clean up frame to complete.
viewer.sync();
return 0;
}